Listed here are "Perks" (Feat, Abilities and the like) that are only available from amenities found within the Facility.

Facility Perks: These are perks that the underground facility can provide you. These are purchased on an individual basis with Primary XP only.

Gun Range Perks
Name
Type
Cost
Prerequisite
Description
Personal Firearms Proficiency Feat
Feat
3,000XP
BAB +4, 8 hours on the gun range using personal firearms.
You no longer take a -4 penalty from using a personal firearm. These are semiautomatic ranged weapons such as handguns, shotguns and rifles.
Advanced Firearms Proficiency Feat
Feat
3,000XP
Personal Firearms Proficiency Feat, Additional 16 hours on the gun range using advanced firearms.
You no longer take a -4 penalty from using advanced, military style, firearms. These are fully automatic ranged weapons such as handguns, shotguns, rifles, sniper rifles, anti-material rifles, etc.
Exotic Firearms Proficiency Feat
Feat
1,500XP
Advanced Firearms Proficiency Feat, Additional 8 hours on the gun range using specified weapon.
You no longer take a -4 penalty from using the specified type of exotic weapon. You may take this feat multiple times, each time naming a specific type of exotic weapon. Examples of exotic weapons are grenade launchers, rocket launchers, cannons and heavy machine guns.
Far Shot Feat
Feat
3,000XP
Additional 4 hours on the gun range
When the character uses a firearm or archaic ranged weapon, its range increment increases by one-half (multiply by 1.5). When the character throws a weapon, its range increment is doubled.
Range Accuracy 1
Special Ability
7,000XP
Personal Firearms Proficiency, Advanced Firearm Proficiency, Additional 24 hours on the gun range.
Your Ranged attacks gain an additional Miscellaneous Bonus of +3 when using ranged firearms. For example, if you're current BAB is +7/+9, your "to hit" would now be +10/+12. This does not increase your BAB for more attacks, only the modifier to hit.
Range Accuracy 2
Special Ability
3,000XP
Personal Firearms Proficiency, Advanced Firearm Proficiency, Ranged Accuracy 1, Additional 8 hours on the gun range.
Your Ranged attacks gain an additional Miscellaneous Bonus of +2 when using ranged firearms. This stacks with the bonus from Ranged Accuracy 1. For example, if you're current BAB is +10/+12, your "to hit" would now be +12/+14. This does not increase your BAB for more attacks, only the modifier to hit.
Speed Shooter 1
Special Ability
7,000XP
Range Accuracy 2, Additional 16 hours on the gun range.
You gain the following from Speed Shooter 1: You gain the Quick Draw feat and Weapon Focus of your choice of ranged weapon (+1 BAB with that weapon). In addition, you gain a +2 to your BAB on all ranged attacks. You may not swap out or get refunds if you already have these feats.
Speed Shooter 2
Special Ability
3,000XP
Speed Shooter 1, Additional 16 hours on the gun range.
You gain the following from Speed Shooter 2: Quick Reload feat. In addition, you gain a +1 to your BAB on all ranged attacks. This stacks with the BAB gained from Speed Shooter 1. You may not swap out or get refunds if you already have Quick Reload. Finally, you gain the Ranged Combat Expertise ability. This is taken from the 'Gun-fu Specialist' class. You are as adept at dodging bullets as you are dodging blows. You may make use of the Combat Expertise feat even when not engaged in melee combat. If you do not have the Combat Expertise feat, treat this as the Combat Expertise feat until it is acquired it normally, after which this class feature functions as described above.
Quick and the Dead
Special Ability
2,000XP
Additional 4 hours on the gun range per time taken.
You may increase your Dexterity by 1. You may take this special ability up to TWO times total.

Melee Training Area Perks
Name
Type
Cost
Prerequisite
Description
Brawl Feat
Feat
3,000XP
8 hours in the Melee Training Area training specifically for this feat.
When making an unarmed attack, the character receives a +1 competence bonus on attack rolls, and the character deals nonlethal damage equal to 1d6 + his or her Strength modifier.
Blindfight Feat
Feat
3,000XP
8 hours in the Melee Training Area training specifically for this feat.
In melee combat, every time the character misses because of concealment, the character can reroll the miss chance roll one time to see if the character actually hits.
Power Attack Feat
Feat
3,000XP
Strength 13, 8 hours in the Melee Training Area training specifically for this feat.
On the character’s action, before making attack rolls for a round, the character may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed the character’s base attack bonus. The penalty on attacks and bonus on damage applies until the character’s next action.
Defensive Martial Arts Feat
Feat
3,000XP
8 hours in the Melee Training Area training specifically for this feat.
The character gains a +1 dodge bonus to Defense against melee attacks. Note: A condition that makes the character lose his or her Dexterity bonus to Defense also makes the character lose dodge bonuses. Also, dodge bonuses stack, unlike most other types of bonuses.
Combat Martial Arts Feat
Feat
3,000XP
8 hours in the Melee Training Area training specifically for this feat.
With an unarmed strike, the character deals lethal or nonlethal damage (the character’s choice) equal to 1d4 + the character’s Strength modifier. The character’s unarmed attacks count as armed, which means that opponents do not get attacks of opportunity when the character attacks them unarmed. The character may make attacks of opportunity against opponents who provoke such attacks. Normal: Without this feat, a character deals only 1d3 points of nonlethal damage. Unarmed attacks normally provoke attacks of opportunity, and unarmed combatants cannot normally make attacks of opportunity.
Bad Ass Brawler 1
Special Ability
7,000XP
BAB +4, 8 hours in the Melee Training Area.
Your Melee attacks gain an additional Miscellaneous Bonus of +3 (armed or unarmed, doesn't matter). For example, if you're current BAB is +7/+9, your "to hit" would now be +10/+12. This does not increase your BAB for more attacks, only the modifier to hit. This does not change whether or not a melee attack does lethal or non-lethal if other modifiers apply.
Bad Ass Brawler 2
Special Ability
3,000XP
BAB +6, Bad Ass Brawler 1, An additional 8 hours in the Melee Training Area.
Your Melee attacks gain an additional Miscellaneous Bonus of +2 (armed or unarmed, doesn't matter). This stacks with the bonus from Ranged Accuracy 1. For example, if you're current BAB is +10/+12, your "to hit" would now be +12/+14. This does not increase your BAB for more attacks, only the modifier to hit. This does not change whether or not a melee attack does lethal or non-lethal if other modifiers apply.
Melee Master 1
Special Ability
7,000XP
Bad Ass Brawler 2, Additional 8 hours training in the Melee Training Area.
You gain the following from Melee Master 1: You gain the Weapon Focus of your choice of melee weapon (+1 BAB with that weapon). In addition, you gain a +2 to your BAB on all melee attacks. You may not swap out or get refunds if you already have these feats.
Melee Master 2
Special Ability
3,000XP
Melee Master 1, Additional 8 hours training in the Melee Training Area.
You gain the following from Melee Master 2: Armor Proficiency Medium and Weapon Specialization (of your choice of melee weapon). In addition, you gain a +1 to your BAB on all melee attacks. This stacks with the BAB gained from Melee Master 1. You may not swap out or get refunds if you already have the feats. Finally, you gain the Improved Critical ability from the Soldier's class. This means that the weapon you select with Weapon Specialization has an improved critical range of +1.
Dexterous Fighter
Special Ability
2,000XP
Additional 4 hours in the Melee Training Area per time taken.
You may increase your Dexterity by 1. You may take this special ability up to TWO times total.

Gym Perks
Name
Type
Cost
Prerequisite
Description
Body Builder
Special Ability
2,000XP
4 hours in the Gym per time taken.
You may increase your Strength by 1. You may take this special ability up to FOUR times total.
Power Lifter
Special Ability
3,000XP
None
You gain a 25% bonus to your carrying capacity before becoming encumbered.
Dig Deep
Special Ability
3,000XP
None
You gain a +4 on Strength checks.
Running Man
Special Ability
7,000XP
A total of 56 hours (7 days of at least 8 hours a day) dedicated to running in the Gym, around the Facility or the like just working toward your base movement speed.
You gain a additional base movement speed of +10
Endurance Feat
Feat
3,000XP
A total of 32 hours (4 days of at least 8 hours a day) dedicated to running in the Gym, around the Facility or the like just working toward Endurance.
You gain the Endurance Feat.

Library Perks
Name
Type
Cost
Prerequisite
Description
Smarty-Pants
Special Ability
2,000XP
8 hours in the Library per time taken.
You may increase your Intelligence by 1. You may take this special ability up to FOUR times total.
Worldly Scholar
Special Ability
5,000XP
Intelligence 14
For every two days of downtime you dedicate to the Library (Maximum of two days per in-game week) you gain 1 skill point RANK to be placed were you see fit. In other words, for every two days you dedicated to the library you gain a skill point to place in a rank. You may not gain more than 1 skill point per week using this method. If you can only take 1 day of downtime per week due to circumstances, then your skill point gain will be 1 point in two week of downtime for that specific circumstance. There needs to be approximately 7 days in between ranks gained. You may not go over your maximum ranks in a skill. Maximum ranks in skills are current level +3.

Machine Shop Perks
Name
Type
Cost
Prerequisite
Description
Daily Grind
Special Ability
5,000XP
8 hours in the Machine Shop to learn the trade.
You know your way around the equipment in the Machine Shop. While utilizing the Machine Shop for Crafting checks or Repair checks you gain a +3 to that check.
Labor Intensive
Special Ability
10,000XP
Daily Grind, Additional 8 hours in the Machine Shop to learn the trade.
You gain a +5 to Repair Checks. You also gain a +3 to Craft: Mechanical and Craft: Electrical. When Crafting using the Machine Shop, extra abilities can be gained on the item based on how much the roll exceeds the based Crafting creation DC.
Crafty Inventor
Special Ability
10,000XP
Labor Intensive, Additional 8 hours in the Machine Shop to learn the trade.
You gain a +5 to Craft: Armor, Craft: Weapons and Craft: Vehicles. In addition, you gain the Generic Salvage special feat. If you already have the Generic Salvage special feat, then you use 1/2 the generic salvage when making a repair. Finally, the time it takes you to Craft when using the Machine Shop is reduced by 1/2.

Medical Bay Perks
Name
Type
Cost
Prerequisite
Description
First Responder
Special Ability
3,000XP
16 hours spent in the Medical Bay practicing
You gain +5 Ranks to your Treat Injury Check. You may not go over your max ranks.

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Facility Area Bonuses: These are separate from the perks and are not offered in all the areas. The bonuses vary and are based on what is available.

Machine Shop Bonus
Name
Type
Cost
Prerequisite
Description
Getting Crafty
Bonus!
No XP cost, only proper equipment.
3 Ranks in the appropriate Craft skill. Must have proper equipment and utilize it.
While performing the following Craft checks in the Machine Shop area, you gain a bonus to the check for using that area. Craft: Electrical, Mechanical, Vehicles, Armor, Weapons are currently eligible and give a current +2 bonus. Adding new or additional equipment to the Machine Shop area can either slightly increase the existing bonuses (such as adding a forge can increase the bonus on Craft: Armor, Weapons and Vehicles) or even unlock bonuses for additional Crafting skills. (Adding a wood lathe, not just a metal lathe, or a wood working set like a table saw, wood planer, etc., would unlock a bonus to Craft: Woodworking, for example)

Crafting Bonus Current Breakdown:
Craft: Electrical +2
Craft: Vehicles: +2
Craft: Armor +2
Craft: Weapons +2

Medical Bay Bonus
Name
Type
Cost
Prerequisite
Description
I Swear By Apollo
Bonus!
No XP cost, only proper equipment.
5 Ranks in Treat Injury
While performing Treat Injury checks directly in the Medical Bay, you gain a +3 bonus to the Treat Injury Check.
Bed Rest
Bonus!
No XP cost, only proper equipment.
See Description
If you are injured and you choose to recover in the Medical Bay AND someone who can take 10 on Treat Injury check an hit a DC 20 choices to look after you (8 hours with the day, doesn't have to be consecutive), you will heal twice your level in Hit Points per night instead of the standard of just your levels worth. In addition, you heal 1 additional Stat Point for every two consecutive days you rest in the there and receive treatment (day 2, day 4, etc.). This stacks on top of powers people have. The Medical Bay can currently hold 2 patients for full observation.